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What game have you been playing this entire time?so now people will stop complaining about falcon grabbing too far. fun times.
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What game have you been playing this entire time?so now people will stop complaining about falcon grabbing too far. fun times.
In PM falcon does grab from too farWhat game have you been playing this entire time?
Ah, i should have elaborated. I forgot to say "ledge". My bad.Oh well that's reasonable.
I thought he was complaining about Falcon's grab range in vBrawl and Melee.
Powershielding projectiles is the most useful application of power shielding <__<@Strong_Bad
I don't see often powershielding in melee aside of powershielding on projectiles, maybe it's just lack of attention I guess.
They have to discuss something.Seriously guys? You're discussing the sound that occurs when someone powershields an attack?
...
I think only C. Falcon, Ganon, Link, Y. Link, Falco and Fox could reverse ledge grab.IIRC, backwards ledgegrabbing only occurs on any sweetspotted UpB's like Melee except every character can do that now (there were characters in Melee who couldn't do that, right?)
It's impossible to code atm. Unless there's some coded correlation between Samus's missiles and Sonic's Homing Attack =PYeah, this thread needs some kind of direction. Haha
Anyway,are you guys planning to bring back samus's extended grapple?(hopefully the third time asking this will get recognized, lol)
So can it be brought back? Or would it be too difficult to code atm?
Since there isn't much Ness discussion going on, I'll give some input
Jab- Brawl, with better Jab Cancel
Dash attack- All three hits have Horizontal knockback
Ftilt- Brawl
Utilt- Smash64
Dtilt- Smash64
Grab- Make standing grab better either speed wise or in hitbox duration. Brawl dashgrab
Fthrow- Melee
Uthrow- Melee
Dthrow- Brawl
Bthrow- Brawl
Fsmash- Melee
Usmash- Made better, obviously
Dsmash- See Above
Nair- Smash64 sexkick
Fair- I's suggest making the final hit angle low enough and have enough bkb so that it doesn't link into anything. PK Push is supposed to do just that, say GTFO to an opponent. Maybe have a decent amount of KBG so it'll kill around 1.5x what bair does.
Uair- Melee
Dair- At the risk of sounding obvious, Smash64
Bair- Brawl
B- Melee power, size, and control, Brawl startup and movement range, auto detonate on ground- NEW- auto detonate on hit
Up B- Brawl's projectile with Melee single hit juggling tailwhip, path doesn't shorten if he hits something with PKT2, can thunder barrier, Melee speed, Brawl's tighter control
Side B- Brawl Minus's 1.6 ground jump cancel, NEW- pseudo landing cancel (About half the landing lag)
Down B- NEW- 1 frame start up, 18 frame minimum "holding magnet out", remove wind, weak electric hit upward on release lasting 1 frame, 6 frame endlag on release, [total minimum frames- 25]
Attributes:
Run speed: Smash64
Wavedash: Longer
That's all I can say on the matter of Ness. Maybe simna can shed some more light on individual moves like his ground A attacks if he gets interested in the project.
At the moment you can only grab the ledge backwards with Side Bs (like Captain Falcon and Ganondorf for example) and Up Bs. Jumps and falling do not allow you to grab backwards. There's no telling if Up Bs and Side Bs will be included in that or not but for now, it's jumps and falling.Will the ability to grab the ledge backwards still be in this? or will that be melee'd as well?
Yeah, maybe it'd be better to just have it so all you have to do is uptaunt during the extension animation and the reach will triple (without homing or the need to press (Z) again. This effect would act as sort of a "place holder" for the extended grapple until it can be properly codedsome time in the distant future when all of the neccessities are out of the way. (This is assuming that the P:M devs actually bother to add it back in, lol)It's impossible to code atm. Unless there's some coded correlation between Samus's missiles and Sonic's Homing Attack =P
Yeah, maybe it'd be better to just have it so all you have to do is uptaunt during the extension animation and the reach will triple (without homing or the need to press (Z) again. This effect would act as sort of a "place holder" for the extended grapple until it can be properly codedsome time in the distant future when all of the neccessities are out of the way. (This is assuming that the P:M devs actually bother to add it back in, lol)
@Kink-Link5
I like most of your list, but isn't his fair supposed to be a damaging move that worked well with DJC? I don't think he needs two bairs, lol.
Also, as far as yo-yo's go, I think his usmash should knock people upward and away (during the first part of the attack) and the second part (aka, when the Yo-yo is above his head and after) should semi-spike enemies that are behind him downward. Sorta kinda like pikachu's uair.
It sounds a little strange, but I think it would be an interesting timed edgeguard against characters that try to recovery over Ness.
As for dsmash, idk. Damage should be bumped up a lot... or maybe the first hitbox should carry the opponent into the second hitbox (like Ganon's dsmash).
Additionally, melee yo-yos (not sure about 64 ones, I haven't check recently) had an interesting property where they could hang right off the side of the stage directly on the ledge while charging (effectively preventing anyone from grabbing the ledge). You can see this strange technique by standing right in front of the second pair of white traingles near the the ledges on FD. Brawl, on the other hand, fixed this flaw but it would be cool if it was brought back in P:M because I think it has some applications to be explored as an edgeguarding tactic.
Ah, I see. Well, hopefully post beta the issue will be revisited.I R MarF: EXTENDER isn't possible right now. changing grab box in the middle of a grab sounds like it'd be a HUGE *****.
Yeah, maybe it'd be better to just have it so all you have to do is uptaunt during the extension animation and the reach will triple for the next use
A couple nice streams, and Dant can possibly edit ledge grab ranges.did anything useful happen in the last few days?
He can curl it around the side the opponent isn't on, trickier that way but meh........that wording kind of confusing so idkNess edgeguards amazingly offstage already. That yo-yo thing might be overkill.
Do it anyway.
Ness needs a way to turn around when he returns from edgeguarding offstage facing away from the ledge though. He can gimp himself when trying to use up-b if the opponent strikes the PK Bolt. Its kinda dumb.
I suggest allowing him to turn around in his PSI Magnet and also reducing the start up and ending lag for the PSI Magnet which improves its use all around.
I'm not trying to insult you... but you are aware I am talking about recreating the extended grapple trick that was already IN MELEE, right?then you have samus players grabbing the air in between stocks to charge up their grab range....